All Posts in GameDev

Share your creations!

#GJAsks

The Lost Vikings series are my favorite games whose premise is simple : team work with 3 different characters.
Each level and world offers new and unique challenge to tackle with team work.

#Devruary

My advices are:

1. Make small game and finish it.

2. Don't use AI. Code the game and make the assets yourself. Use free assets if you have to.

#Devruary

I had burnouts while working on my first beatmup and I still have them after making game. My solution is to take a break by playing some video games.

#Devruary

I don't have any dev who inspired me to become a game dev. I don't care much who made the game, as long as I love the game, I could use it as inspiration.

#Devruary

As I've posted yesterday, the feature to raise current blocks in Fire Leaf Water was buggy. I had to code new code to replace that cause the old one can't be salvaged.

#Devruary

I've made a feature to lift all blocks and spawn new blocks in both endless modes of Fire Leaf Water. The feature has glitch and broke those modes.
Fortunately, I've made new one to replace this broken one.

The biggest dev mistake I’ve made in the past of not adding a variety of enemies per level. I used the same enemy to increase their attack abilities per level like Tetris or Dr Mario in a 3d arcade fps. But was hurting the game play experience.

#Devruary

#Devruary

My biggest dev mistake is attempting making narrative based game during game jam. I am not fan of that type of games so it failed.

The best time that I know when a game is ready to ship based on the game's performance. Fewer bugs at times can be overlook if it doesn't disrupt the performance. But glitches is another problem when many onscreen enemies causes it.

#Devruary

#Devruary

I declare my games ready to ship based on these requirements: